Difference between revisions of "Skills"
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− | | Craft/Artifice |
+ | | '''Craft/Artifice''' |
| Your skill in using and understanding the mysteries of artifice. |
| Your skill in using and understanding the mysteries of artifice. |
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− | | Knowledge/Military Theory |
+ | | '''Knowledge/Military Theory''' |
| Knowledge of military tactics and the ways of war. |
| Knowledge of military tactics and the ways of war. |
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− | | Profession/Airman |
+ | | '''Profession/Airman''' |
| Knowledge of and a history of working with airships. |
| Knowledge of and a history of working with airships. |
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− | | Craft/Gunsmithing |
+ | | '''Craft/Gunsmithing''' |
| Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world. |
| Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world. |
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− | : Check: A character may repair a single firearm he or she is currently wielding with a Craft/Gunsmithing check, as long as that condition was gained by a firearm misfire. A DC 10 check allows them to repair a gun with the broken condition as a standard action. A DC 20 may be done as a move. |
+ | : ''Check:'' A character may repair a single firearm he or she is currently wielding with a Craft/Gunsmithing check, as long as that condition was gained by a firearm misfire. A DC 10 check allows them to repair a gun with the broken condition as a standard action. A DC 20 may be done as a move. |
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Revision as of 23:58, 28 December 2011
Core
To view the list of skills in Pathfinder Core, please see the Skills section of the PRD.
House
House Skills | |
Skill | Description |
Craft/Artifice | Your skill in using and understanding the mysteries of artifice. |
Knowledge/Military Theory | Knowledge of military tactics and the ways of war. |
Profession/Airman | Knowledge of and a history of working with airships. |
Craft/Gunsmithing | Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world.
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